Primordial Morok: how to beat
Primordial Morok — dungeon “The Blackwood Depths”, level 27. The deck: phases, turn cycle, damage and healing by mode, cold, test strike, role tips.
Dungeon The Blackwood Depths, final boss, level 27.
The boss plays its own deck: every turn it plays the next line of its phase’s cycle, with no randomness. Learn the cycle and you know what is coming. The numbers on this page are the same as in the card tooltip in combat: before Hardiness and Defender’s Stance. Mechanics in detail — Boss mechanics.
In short
- Modes: Heroic (at level 60), Normal (at the place’s level, 20–27), Keystone +10 (Mythic+, at level 60).
- 2 phases, 8 cards in the deck. Schools: 🌑 Darkness 5, ⚔ Physical 2, 🩸 Blood 1.
- “Under the Hill” cold: every enemy turn, everyone through shields — heroic 620, keystone +10 520 to each before Hardiness. No cold in normal mode.
- “It Doesn't Hurt Anymore” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
- The heaviest hit is “It Doesn't Hurt Anymore”: heroic 7,000, keystone +10 8,000.
Phases and turn cycle
The phase changes with the boss’s Health. In each phase the boss goes round its own cycle: at the end it starts again. The boss’s next turn shows on its portrait.
1. “The Promise” — from the start of the fight
Down to 50%: the aching pain builds up, takes cards.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Heavy Hand + 🌑 Aching Pain |
| 2 | ⚔ Heavy Hand + 🌑 I'll Take It |
| 3 | ⚔ Heavy Hand + 🌑 Aching Pain |
| 4 | 🌑 Gave It All Back |
| 5 | ⚔ Lost in Thought |
2. “Those Who Feel No Pain” — below 50% Health
Below 50%: calls those who no longer feel pain.
On entering the phase the boss plays at once: 🌑 Those Who Feel No Pain, 🩸 I Promised.
| Cycle step | What the boss plays |
|---|---|
| 1 | ⚔ Heavy Hand + 🌑 Aching Pain |
| 2 | ⚔ Heavy Hand + 🌑 I'll Take It |
| 3 | 🌑 Those Who Feel No Pain |
| 4 | 🌑 Gave It All Back |
| 5 | ⚔ Heavy Hand + 🌑 Aching Pain |
The “It Doesn't Hurt Anymore” test strike is not part of the cycle: the boss announces it on its turns 8 and 16 and hits on turns 9 and 17.
Cards and numbers
The number is what a hit takes before Hardiness (through shields — from Health only), how much the boss heals itself, the shield it puts up, a minion’s Health. A dash means the card is not in that mode or has no number. Keystone: +10 numbers; hits are the same from +7 to +9 and weaker per level below +7.
| Card | What it does | Heroic | Normal | Keystone +10 | How to answer |
|---|---|---|---|---|---|
| 🌑 It Doesn't Hurt Anymore · Darkness, test strike | A test strike on whoever holds the boss’s attention (usually the tank). The boss announces it on its own, outside the cycle, and hits on its 9th and 17th turn; one turn before, there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves before the hit — it is 40% weaker. Not in normal mode. Through shields. | 7,000 · with a defensive card 4,200 | — | 8,000 · with a defensive card 4,800 | Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance. |
| ⚔ Heavy Hand · Physical, hit | A hit on whoever holds the boss’s attention (usually the tank). | 2,350 | 500 | 4,100 | A plain hit. |
| 🌑 Aching Pain · Darkness, stacking damage over time | Damage over time on everyone that stacks: each play adds a stack, up to 5. The number is per turn per stack; a stack lasts 5 turns. | 106 per turn per stack | 15 per turn per stack | 123 per turn per stack | On everyone, builds up, wears off by itself. Party healing and pace. |
| 🌑 I'll Take It · Darkness, burns a card and heals | Burns 1 card(s) of a damage dealer or the healer (past the tank) and heals itself. | heals 1,050 | heals 70 | heals 3,230 | Takes a card from the target's hand and heals himself for 1,050 (heroic) / 70 (normal) / 3,230 (keystone +10). Do not hold cards: play them. |
| 🌑 Gave It All Back · Darkness, charge | A charge: in 1 turn it hits everyone, the number is for each. Shields hold half, ignores 50% of Hardiness. | 917 | 130 | 1,066 | One turn of warning. A hit on everyone half through shields. |
| ⚔ Lost in Thought · Physical, opening: more damage to the boss | The boss is open: damage to it ×1.3 for 2 turns. | — | — | — | Listening to the silence: +30% damage for 1 party turn. |
| 🌑 Those Who Feel No Pain · Darkness, summon with a task | Summons “One Who Feels No Pain” ×2. While it lives, it covers the boss: damage to the boss ×0.5. | Health 1,740 · hits 188 | Health 120 · hits 40 | Health 5,390 · hits 328 | While they live, damage to him is halved. Kill them first. |
| 🩸 I Promised · Blood, boss empower | The boss’s hits ×1.15 until the fight ends. | — | — | — | Stronger by 15% until the fight ends. |
“Under the Hill” cold
It is quiet, dark and painless there. And very cold.
- Heroic: 620 to each per enemy turn, before Hardiness.
- Keystone +10: 520 to each per enemy turn, before Hardiness.
- Hits every fighter in the party through shields; Hardiness reduces it — better gear takes less.
- The answer is healing every turn: shields do not stop cold. Healer cards do it best — they heal Health only.
- No cold in normal mode.
Test strike
- “It Doesn't Hurt Anymore” — on boss turns 9 and 17, through shields, on whoever holds the boss’s attention (usually the tank). On heroic, while the party’s tank is alive, it goes to the tank. Not in normal mode.
- Heroic: 7,000 before Hardiness; 4,200 if the target answered with a defensive card.
- Keystone +10: 8,000 before Hardiness; 4,800 if the target answered with a defensive card.
- One turn before the hit there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves: a self-shield, damage reduction or “cannot be killed”. A card someone else plays on the target does not count.
Enrage
- Heroic: from party turn 40, every boss turn is 4% stronger, and it stacks.
- Normal: as before — if the fight drags on past its expected length, the boss hits harder every turn.
- Keystone +10: as before — if the fight drags on past its expected length, the boss hits harder every turn.
Roles
Tank
- The “It Doesn't Hurt Anymore” test strike lands on the boss’s 9th and 17th turn (heroic and keystone +10). One turn before, play a defensive card on yourself — a self-shield, damage reduction or “cannot be killed”: the hit becomes 40% weaker. Keep such a card in hand for those turns.
- Shields do not stop this hit: the healer tops up your Health before it.
- “Heavy Hand” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Heavy Hand” (“The Promise” phase, cycle step 1).
- Do not fall: on heroic, mythic and in keystones, without a living tank the boss’s hits on its focus go through shields. A resident can be the tank too.
Healer
- “Under the Hill” cold hits everyone through shields every enemy turn: heroic — 620, keystone +10 — 520 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
- “Gave It All Back” and “Aching Pain” hit everyone. Before such turns, get everyone above half Health; “Gave It All Back” goes half through shields: shields hold half, the rest hits Health.
- “Aching Pain”: damage over time — outheal it; a cleanse helps.
- “I Promised”: the boss hits harder — keep crystals and heals in reserve for those turns.
Damage dealers
- “One Who Feels No Pain” covers the boss: while it lives, damage to the boss ×0.5. Kill it first.
- “Lost in Thought”: the boss is open and takes more damage — save your strong cards for that turn.
- “I'll Take It”: the boss heals itself — keep the pace up.
- “I'll Take It” hits your cards and crystals: do not hoard everything for one turn.
- Do not drag it out: heroic — enrage from turn 40.
The heaviest hits
- “It Doesn't Hurt Anymore” — test strike, through shields.
- “Heavy Hand” — on the tank; “The Promise” phase, cycle step 1.
- “Gave It All Back” — on everyone, half through shields, ignores 50% of Hardiness; “The Promise” phase, cycle step 4.
Loot
All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the The Blackwood Depths page.
Previous boss — Lord Kel'ris the Dark.
All bosses of the place — The Blackwood Depths. Rules of a fight against a boss with a deck — How to beat: every boss.
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